DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
BA2224 | Principles of Accounting II | Spring | 3 | 0 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Prof. Dr. ELİF OKAN |
Course Lecturer(s): |
Prof. Dr. FİGEN TÜRÜDÜOĞLU Assoc. Prof. HÜMEYRA ADIGÜZEL Prof. Dr. FATMA ÖZKUL |
Recommended Optional Program Components: | None |
Course Objectives: | Principles of Accounting II course is the complementary course of Principles of Accounting I. This course is designed to provide knowledge about current and fixed asset management, short and long term liabilities and shareholders’ equity, cash flow statement and financial statement analysis. |
The students who have succeeded in this course; The students who have succeeded in this course;. 1. have basic theoretical and practical knowledge on financial statements of the businesses. 2. have a perspective to understand the basic items of balance sheets like cash, accounts receivables, inventory, fixed assets, short and long term liabilities, equity. 3. Have a knowledge about Turkish accounting practises like VAT and preparation of payroll. 4. can communicate orally and in writing with a good knowledge of English in the field of accounting. 5. can transfer the knowledge and skills in the field to the relevant people in written and oral form and evaluate them critically. 6. can adopt the principles of business ethics with the awareness of professional responsibility and can apply these principles within the framework of legal rules in the field of financial accounting. 7. can collaborate in and out of the field, take responsibility, respect cultural differences and have ethical values. |
This course builds on the fundamentals of accounting, focusing on financial statement analysis and cost accounting. Students learn to use key components like the balance sheet, income statement, and cash flow statement to evaluate business performance. Additionally, the course covers cost management techniques to support decision-making processes. |
Week | Subject | Related Preparation |
1) | Orientation: Explanation of Course syllabus. Course Schedule Review, Expectations and grading | |
2) | Chapter 9 :Accounts Receivables and Allowance for Uncollectible: Types of Receivables, Accounting for uncollectibles | |
3) | Chapter 9 :Accounts Receivables and Allowance for Uncollectible: The allowance method, Direct write-off method | HW1, Quiz1 |
4) | Chapter 10: Plant assets, Natural resources and Intangibles: Measuring the Cost of a Plant asset and depreciation | HW2, Quiz 2 |
5) | Chapter 10: Plant assets, Natural resources and Intangibles Disposing of a plant assets: Accounting for Natural resources and intangible assets | HW3, Quiz 3 |
6) | Chapter 11: Current Liabilities: A/P N/P, other short term payables | HW4, Quiz 4 |
7) | Chapter 11: Current Liabilities: VAT, Payroll ın Turkey | HW5, Quiz 5 |
8) | Review: Problem session | |
9) | Chapter 12: Partnerships: Organization of partnerships, profit and loss allocation | HW6, Quiz 6 |
10) | Chapter 12: Partnership: Admission of a new partner,withdrawal of a partner, liquidation of a partnership | HW7, Quiz 7 |
11) | Chapter 13: Corpoorations: Issuance of stock, common, preferred and treasury stock | HW8, Quiz 8 |
12) | Chapter 13: Corporations: Dividends, statement of retained earnings | HW9, Quiz 9 |
13) | Problem session: Chapter 12, Chapter 13 | |
14) | General Review | HW10, Quiz 10 |
Course Notes / Textbooks: | Horngren’s Accounting, the Financial Chapters, Pearson, 11th Global Edition Authors: Nobles, Mattison, Matsumura |
References: | Other required readings will be uploaded to Itslearning. If you cannot access any material, please contact the instructor of the course. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 10 | % 20 |
Homework Assignments | 10 | % 20 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 12 | 42 |
Homework Assignments | 11 | 33 |
Quizzes | 11 | 33 |
Final | 1 | 2 |
Total Workload | 152 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |